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Recent reviews by Battlemonger

Showing 1-4 of 4 entries
55 people found this review helpful
2 people found this review funny
3
51.1 hrs on record (13.4 hrs at review time)
Early Access Review
This game is very incomplete.

I've gotten to the point of making the stages for a mega project (story)

Here is the faults I've noticed:
1. Crash loops, where randomly, I would get 5-10 crashes every few minutes -- This still happens even after the new patches. Not to mention, the overall game is extremely unoptimized for a factory management game. You can easily lag a really decent pc to 5 frames a second.
2. Robots and priorities are dumb. Haulers don't work properly with the land rover loader thing. Also there is only one of them, when you have multiple rovers, which ♥♥♥♥♥ you if you need to send out a contract but a rover is stuck being loaded for another project. -- The hauler interactions with things are roughly fixed, but robots in general are bit buggy, and still struggle with recharging/pathing well. Also, the way they priotize where to pick up/mine is illogical.
3. There is no blueprints, copying of settings, bigger mining brushes, mass inc/dec priority, drawing boxes to upgrade/select. --- Major problem. To add as well, if you set up a factory with conveyors in ghost mode, the settings on the conveyors/splitters get reset when the container they are connected to gets built. Additionally, I found splitters not retaining their filters on reloads.
4. The increase/decrease of increments is weird at 40/400/4000 with alt/ctrl/shift. Please make it 10,100,1000 or something like that -- Not a problem, my missunderstanding. Also, filling containers for shipments is very tedious.
5. Colony setup and maintenance is pretty punitive. I still haven't figured out how to convince my people to not starve to death and eat from the kitchen that is full of meals. -- It has roughly been fixed now, but rooms themselves are still buggy. I've had 40-60 colonists die twice over from "lack of oxygen", when there is a large excess.
6. On the topic of colonies, building the rooms are a major pain. The robots have to build each individual tile, which defeats the purpose of haulers and takes forever. Like if you build the default of 15x15 room in the tutorial, congrats, you just queued 225+ different build projects.
7. Conveyor build autorouting is pretty dumb. Its way to bendy and love to just turn every so often, for no reason really. It takes so much extra time building large setups cause the conveyors themselves just take so damn long. (a blueprint system like mindustry would be really handy here) -- Roughly fixed.
8/9 no longer applicable
10. Power gen in the game is very limited. Its basically solars and batteries. Until you get large batteries you are stuck at the cpu cap and cant place more machines. Then it becomes this mess of cpu boosts, solars, and batteries just to get a few machines online. -- Lets not forget that large solars are uneffected by the solar production/discharge techs.
11. in-game already
12. Add a shredder/trashcan building. Make it like the size of a storage and take idk... 5 power? Would be nice for setups where I want to void the junk such as slag, -- Still wish for this
13. The techs for full module refund and full wire/conveyor refund don't work properly.

TLDR,It is a good concept of a game, but fails entirely at being a factory management game.
Factory management games are properly optimized for lots of logistics, have ease of use for automation, and are properly designed will scalling in mind. Right now, this game is just a fancy demo.
Posted 16 July, 2024. Last edited 3 August, 2024.
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A developer has responded on 18 Jul, 2024 @ 9:55am (view response)
3 people found this review helpful
36.7 hrs on record (18.8 hrs at review time)
Great Game, Needs Balance

Overall I'd give this game a 7.5/10
  • Visuals are Amazing.
    Buildings have animations internally. Aesthetic and visual level is similar to frostpunk.
  • Audio is near amazing.
    Sounds are mostly great, just the music makes me feel like some ominous beast is lurking around the corner
  • Building/City Management is unique, but make sense for the genre.
    It is punishing, and needs a balance (which the devs are aware of and seem to be working on). However, it isn't beyond repair as most negative reviews claim. It is hard of course, but without spoiling the game itself, its a difficult survival game. Think frostpunk. It would be weird if in the dead cold you could just breeze by in -40C with no harsh punishments. This game is similar. Before each new chapter, you should have made prep to move on. There is a large emphasis on planning your expansions taking into account limited space, which makes sense considering you are in SPACE. Planning ahead is key in this game, and if there is any lesson you should have prior to playing, DO NOT OVERWORK PEOPLE. Unlike reality, people in this game actually stand up for themselves. Despite the people being skilled professionals in a space station, presumably experts, will make errors like there is no tomorrow at the slightest amount of extra work. Lesson here is they need their beauty sleep. Possibly your entire crew are cats, dunno.

So the gist I've seen from neg. reviews is just people having a lack of planning, then going into a game and expecting full run first try. It's not meant to be a breeze. The scenario you get set in is harsh. That being said, the game needs some rework. They have since made accidents less harsh as of dec 9, so keep that into account when looking at reviews prior to that, as most complain about death spirals, as a result of accidents/overwork. Not that you should be overworking people ofc.

Things I'd hope they change.
- Music to sound more positive if sectors are all happy and at optimal.
- Please for my sanity, change the upgrade text for ships when they level up from red. Every time I see that I think they have broken/died.
- Please add a min and max amount for resources in the resource manager for stocking. Min being when to send out, and max being when to stop receiving. Right now, if I got a food sector, it has to send to each sector individually, which ♥♥♥♥♥ with its transporter limit. The new method would allow it to hop sectors. So food could send to like, 1 to 2 to 3, rather than 1 to 2 and 1 to 3; 1 being the food sector.
- A building to put the doggo in as to allow worship.
- A general storage. Idk, 8x8? but holds only 50? 25? of all res, taking maybe 10 people?. Would make starting new sectors easier, and kinda help alleviate the annoyance of having so many workers/power attending just to a few storage locations doing mostly nothing 95% of the time.
- This suggestion may go against the style of the game, but make it so storages take 1,2,3 people based on tier, but have workshops take 20 people or smth. Workshops would have 1 builder as normal, but the rest of 19 or whatever would be couriers. It makes no sense that electronics which barely need a single person, takes the same amount of workers as an iron storage.
- A way to click and drag delete.
- A way to prioritise deconstruction
- A way to move water in a sector (or just move it from one building to another)
Posted 9 December, 2022. Last edited 9 December, 2022.
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1 person found this review helpful
1,405.4 hrs on record (456.1 hrs at review time)
Early Access Review
If you want to experience the ability of time travel, this game is perfect for you.
Posted 10 November, 2019.
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6 people found this review helpful
131.8 hrs on record (19.2 hrs at review time)
Fun Game, Still in the works, but basically put, its still very early game, but that being said, right now, there is still tons too do, so don't be fooled. Overall, very fun. It allows extreme customization of building your "factory" in a 3D world. Its a game for all those people who like indie, survival and real time expansion. If you like the premise of mc, space engineers, Factorio and other similar, youll love this. My only beef with it is it's getting way too little support, thus not too many streams and broadcasts on twitch and steam, and not too many playlists and let's plays on youtube, but that will come in time. But just not one thing, Don't place the threat scanner until your ready to deal with mobs.
Posted 19 May, 2016.
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Showing 1-4 of 4 entries